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dem0nbreather

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  1. The image of Dogmeat in a harness slung across the back of a suit of PA (with a grappling gun arm mod)... Made me grin. :D Securing lines to use as tightropes and ziplines would be pretty cool too. Great for a New England pirate raider base Edit: It could open up some very Far Cry/Tomb Raider-y, frantic, 3-dimensional exploring (or even Batman-like if taken to extremes). If the engine will allow it, it would really change the game in a big way. Might be cool to get an armor skin like Enemy Within's Ghost armor too! Higher on my personal wishlist though is the less impressive ability to hop through windows (3rd person animation might show the character putting a hand down then pushing and swinging legs over, landing crouched with their weapon back in both hands). I imagine some amazing combo of Take Cover and Tactical Animations will cover it, but right now there aren't many windows you can actually pass through even if the frame and the glass is broken out. I imagine it might require some drastic changes to a lot of wall assets.
  2. Zurin, "Fallrim" isn't a thing, and I honestly don't even want shouts in my game. I used that term as a brief commentary on how FO4 feels like Skyrim with guns in my opinion (same engine). I might play around with an Unrelenting Force mod for a single afternoon if one ever gets made, but the whole purpose of posting was simply to express my sheer surprise when I realized that I hadn't seen any shout mods, nor any requests/proposals. I posted here because my 'thinking out loud' could be taken as a mod request, even though I won't have much interest in actually using it.
  3. I wouldn't want to do a legit playthrough as Grognak, the Dovakhiin of the Commonwealth, but... I'm just incredibly surprised that I haven't stumbled across a mod that replicates or flat-out copies the slew of shouts from Skyrim. Granted, many of the weapons let you shoot lightning and fire, "conjure" synths out of thin air... You can teleport, you can ride drag-- err, vertibirds... But still, I'm just genuinely surprised that nobody has shamelessly ported over a few of the shouts. They might be fun to mess around with while I'm waiting on some hyper-realistic mod that catches my eye.
  4. I've seen mods on the Nexus that claim to fix the first three issues you bring up, but I'm not sure about enemy heal rate though.
  5. Great ideas. I approve this message. :thumbsup: (I'm too tired to leave decent feedback, but I think the idea of the faction arcs only triggering after Fort Hagen is brilliant.)
  6. Yes! I have to assume the creation kit is needed for this, otherwise we'd surely have fully customizable outfits. I want to be able to pick individual shirt, pants, coat, boots, gloves, headwear... Then throw armor on it and and have my holstered weapons visible.
  7. True, the majority of barrel mods and scopes would be made in such a way as to require nothing more than a screwdriver at most. I think I'm just conditioned by decades of gaming to feel like I have to have certain items for things. ;) Plus, I artificially restrict my carry capacity in vanilla by bringing a junk tool kit with me, purely for RP reasons (wrenches, screwdrivers, adhesive, screws, fuses, etc) and I guess I want it to actually mean something. Right now my tool kit has a bit of utility in that I make sure I always have some spare materials on me while I'm exploring (I generally don't collect much junk, I just rely on my kit for spontaneous things at found crafting benches and scavenge only what I need for specific projects instead of grabbing everything in sight). Some method of swapping weapon mods in the field would be great. And I'd love to be able to scrap junk away from settlements since I choose not to use them for the most part.
  8. I'd like portable kits for different types of crafting. Weapon kit, armor kit, medical/chem kit, explosives kit and so on. The kit itself would need to be crafted from found junk (primarily tools I imagine) and have a balanced but somewhat prohibitive weight. I would prefer to be able to assemble a low level kit in the field, but the higher one(s?) would need to be crafted at a legit workbench. Limited in scope and usage (no major/invasive modding on the go, like changing barrels for example) and would consume various resources when used (screws, adhesive, etc, depending on the project). Kits themselves may be consumed/destroyed in the process of crafting (final "charge" used up instead of replenishing the supplies, usable as a last resort maybe). Different grades of quality would allow them to last longer and provide higher level options, but even the best kits should always be less functional the normal workbenches. Three levels sounds decent, maybe makeshift, basic, and advanced? As for the original post, maybe by simply gathering a few tools you could transform them into a 'Makeshift Weapon Kit' item, which would then allow for a certain number of mod swaps (maybe 5 uses for the most basic). Playing like this would be ideal for me, since I try to avoid the entire settlement aspect of the game. Maybe I'll change my opinion on them when settler AI and UI are improved. Major item on my mod wishlist: a portable kit like this that allows me to scrap junk while not in a settlement. The idea I have for a tradeoff would require some balance testing of course, but I'm thinking each component of a junk item could have a chance of being destroyed in the process of breaking it down, with success based on a combo of INT and perks (Scrapper comes to mind).
  9. Mods like this would definitely be a good start toward making high Charisma/settlement oriented builds more playable for those of us who have avoided them for a thousand different reasons that basically boil down to poor implementation. I'd love to be able to set player ownership/settler restriction on specific items like beds or containers. It would also be nice to have an area selection tool that would allow you to block off whole rooms, structures or open areas.
  10. I get the feeling the skeletons were made immovable so they wouldn't just collapse when you zone into a place. But as interesting as the little skeleton scenes may be when you first come across them, I agree with the OP that they just need to be treated as normal objects that can be picked up, moved and scrapped without having to use console commands.
  11. I'm curious if it would be possible to make followers grab any materials you've flagged (with the magnifying glass icon). That way, I could order Nick to go into another room, and if there are any flagged materials in there his collecting script will trigger while I search somewhere else. Little popups to tell you what your follower has grabbed would be a nice addition as well. And along with this, an option to disable the junk-collecting commentary, or minimize it to a massively reduced percentage chance, like 1%. I enjoy follower comments from time to time, but the negativity toward scavenging just doesn't seem to fit in a world where basically everyone would have to scavenge to survive.
  12. I've been hoping to replace the settlement turrets with manned mounted guns for a long time! I was thinking that maybe they could work like the standard guard stations (needing a settler dedicated to them), but provide their points based on the weapon installed. I'd like to see more than just miniguns too. And obviously, settlers shouldn't be able to remove the weapons and ammo from the emplacement, or it would be too annoying to have to track them down.
  13. I've been using only the dirty postman uniform, and not allowing radaway, rad-x or stimpaks. Until the Survival overhaul comes out, this is a pretty awesome way to play.
  14. Well yeah, self-crafted containers work fine. I'm just trying to avoid all settlement elements for the time being, so making my own containers won't be an option with this character.
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